RetroArch Android releases (v1.0.0.2)

Awesome.

Further PS3 bug report :

A blinking vertical green line appears on the right side of the screen randomly when starting roms. Does not always appear but sometimes even reseting a game can result in it appearing. (Happens with all cores i’ve tried so far)

Which core does this happen with or does it affect them all?

All so far. Again, it is random. I’m playing on PC engine right now and it just went away.

Is this with a specific resolution?

My resolution is 1920x1080.

Also, I am still encountering that weird bug mentioned earlier about not being able to access the Rom Menu after awhile (Just a reminder).

http://code.google.com/p/genplus-gx/issues/detail?can=2&q=&colspec=ID%20Type%20Status%20Priority%20Milestone%20Owner%20Summary&groupby=&sort=&id=322

Here is an update on the prior issue. It seems it may be just the PS3 port. Any other suggestions?

You shouldn’t have really mentioned which shader you’re using - that is just throwing red herrings into the entire thing and it has zero to do with the actual issue. It also makes it more likely that he will just disregard the issue altogether instead of looking at it (like he just did).

That being said, perhaps the problem here is the samplerate we’re using - I could bump it up and see if that produces better results now.

You shouldn’t have really mentioned which shader you’re using - that is just throwing red herrings into the entire thing and it has zero to do with the actual issue. It also makes it more likely that he will just disregard the issue altogether instead of looking at it (like he just did).

That being said, perhaps the problem here is the samplerate we’re using - I could bump it up and see if that produces better results now.[/quote]

My apologies I was unaware. Squarepusher check your PM.

I ran it on one Android TV box (1GHz A9 single core, 1G RAM, Mali400) and found out the same result. But on my another Android TV box (1.6GHz A9 dual cores, 1G RAM, 4 Mali400) , it runs great, perect sound and decent speed except terrible touch controls. The touch controls are not working very good.I used a USB mouse to click the touch keys. Sometimes they work ,but sometimes not. very werid.

What i mean is that the game doesnt work at fullspeed, sound and video is slow.

@A9CG i have been testing it in my tablet A9 dual core 1,6 with Mali 400, as i said to Squarepusher is about the game being slow all the time. And its not about one lib, all works the same, but when i play with mame4droid, nesoid or snes9x doesnt happens.

Maybe there should be an option to turn autoframeskip or something to prevent this slowdown on games?

Once i get back home i´ll continue and try to test the emu on another tv.

Is there more people around here who can test their devices pluggin them to their tvs with HDMI? Hope we can get a solution to this soon :slight_smile:

Cheers!!

Hi, I’ve tried Retroarch on the Samsung Galaxy Note 2 and Gambatte and VBA next are slow when I try to play Pokemon TCG 2 (GBC), Advance Wars 2 (GBA), and Pokemon Emerald (GBA).

I got interested in retroarch when I read a post where it was said that TGB dual would be included in the android release. Will this still happen, and will I be able to run it at full speed?

I’d also be interested in an emulator like TGB but for the GBA. Will VBA next support link cable functionality like VBA on the pc?

Thanks

I’m pretty sure that has nothing to do with it in this case. Not having autoframeskip is a blessing if anything.

Most likely you just can’t tell the difference between something frameskipping (and mistake that for ‘no lag’) vs. it having zero frameskipping. All I know is that HDMI TV-Out modes on my device plain suck for everything - Sonic CD (the app store game) had similar lag issues. I don’t know how to have any control over these HDMI TV-Out modes or how to even ‘detect’ that it’s being run over HDMI Out.

I’m stuck on an el-cheapo tablet so I was not sure if the problem was just due to my inferior hardware or whether there was actually a problem there.

No, VBA Next is not going to support link cable functionality. I took all that crap out for a reason - it broke a lot of commercial games such as Sonic Advance 1 and 2.

Regarding TGB Dual - yes, I’ll look into porting that.

Regarding your performance problem - like I said before, VBA Next is not the fastest core around for ARM. A gpSP port would do a lot better there.

Regarding Gambatte - I honestly don’t know why you say it’s slow - it’s one of the fastest and most accurate Game Boy cores - it’s even fullspeed on my crappy Cortex A8 Allwinner tablet. What device do you have?

I ran it on one Android TV box (1GHz A9 single core, 1G RAM, Mali400) and found out the same result. But on my another Android TV box (1.6GHz A9 dual cores, 1G RAM, 4 Mali400) , it runs great, perect sound and decent speed except terrible touch controls. The touch controls are not working very good.I used a USB mouse to click the touch keys. Sometimes they work ,but sometimes not. very werid.[/quote]

I know all about the overlays and touch and how much people hate them - honestly, after viewing the response I think we should have never pushed RetroArch Android out in this state and waited until we had better overlays ready.

Anyway, by the end of this week things should (hopefully?) be a whole lot better in this regard.

Honestly though, playing games like these on a touchscreen should only ever be done as a last resort for when you don’t have a pad around.

Hi again everyone,

I am going to try to upload a short video comparison between snes9x and retroarch, then you will see if its lag or slowdown (sorry, cant say exactly what it is)

The thing is that it happens on every lib, nes, snes, genesis, fba, psx, etc.

Also i´ll see if i can help with the autodetect usb support, i have a madcatz street fighter SE and buttons doesnt work, only the control.

About the overlays, having one for each console would be nice, specially for smartphones :slight_smile:

Cheers and thanks again! This will the the number one app on the Google Play in a few days :smiley:

EDIT: Here you go, hope it helps :slight_smile: http://www.youtube.com/watch?v=U-wzvd9Zi3M

Seeing as this seems to have turned into a general thread about RetroArch 0.9.8, I’ll post some things here.

One ISO that works fine in the “real” Genesis Plus GX does not seem to work at all in RetroArch for some reason.

Shader and gamma settings are really unreliable on the Xbox 360 version. You can set everything up the way you want it and then after restarting the emulator the picture will look different. Shader settings tend to get “locked”, kind of like how GTK theme settings do on Linux (or at least did last time I used Linux). Thankfully you don’t have to remove the config file to “unlock” them, you can just restart RetroArch.

Even though the config file on the Xbox 360 version says “default_rom_startup_dir = “game:\roms””, clicking on “ROM Browser” in the menu does not land you in the “roms” directory. You still have to navigate there as if the setting doesn’t matter.

The handling of cores on consoles could do some work. I would suggest allowing the user to assign rom types to “default” cores. Let the user choose for example a default core for GBA roms, a default core for Mega-Drive roms, etc. Then when the user loads a rom, a core will be chosen automatically and the game will run.

For systems that need multiple files for one image alone (Sega CD, PS1, PC-Engine CD), it would be a lot more convenient if the file menu would only show one entry per image. If you have “Sonic CD.cue” and “Sonic CD.bin” for example, only show “Sonic CD.cue” (hiding the bin is better than hiding the cue since Redump images for example use multiple bin files).

Some other things about the interface on the Xbox 360 version. It would be easier to navigate and play around with settings if you could simply go back one step, either with the B button or another button, instead of going all the way back to the main menu. The ability to immediately return to the game by pressing the right analog stick would also do well.

The Wii version seems to break OV2’s hires-blend shader that I always use with SNES/SFC games.

I am very happy to see that the Golden Sun games now run full-speed on my Xbox 360 with the VBA-Next core! I have never been able to get such smooth GBA emulation on a console before. :smiley:

You’ll have to be more specific than that.

Shader and gamma settings are really unreliable on the Xbox 360 version. You can set everything up the way you want it and then after restarting the emulator the picture will look different. Shader settings tend to get “locked”, kind of like how GTK theme settings do on Linux (or at least did last time I used Linux). Thankfully you don’t have to remove the config file to “unlock” them, you can just restart RetroArch.

By shader settings getting ‘locked’, do you mean that when you select a shader, it doesn’t immediately return to the previous menu? Otherwise I’m not understanding what you mean here.

Even though the config file on the Xbox 360 version says “default_rom_startup_dir = “game:\roms””, clicking on “ROM Browser” in the menu does not land you in the “roms” directory. You still have to navigate there as if the setting doesn’t matter.

I didn’t hook that up yet at all - guess I’ll do so.

The handling of cores on consoles could do some work. I would suggest allowing the user to assign rom types to “default” cores. Let the user choose for example a default core for GBA roms, a default core for Mega-Drive roms, etc. Then when the user loads a rom, a core will be chosen automatically and the game will run.

For systems that need multiple files for one image alone (Sega CD, PS1, PC-Engine CD), it would be a lot more convenient if the file menu would only show one entry per image. If you have “Sonic CD.cue” and “Sonic CD.bin” for example, only show “Sonic CD.cue” (hiding the bin is better than hiding the cue since Redump images for example use multiple bin files).

Once RetroLaunch is working on consoles, it should take care of most of these issues.

The Wii version seems to break OV2’s hires-blend shader that I always use with SNES/SFC games.

This is by design - the Wii’s CPU is too weak to run those games at fullspeed in hires mode, so instead I ‘compromise’ by downscaling the picture to low-res.

This works fine for Seiken Densetsu 3, but produces mixed results for Kirby’s Dreamland 3 since the game depended on the pseudo-hires mode for transparency of background layers - without which some parts of the screen get obscured.

So honestly, I think I’m going to have to bite the bullet there and remove the ‘hack’. However, this will mean that it will be unplayable since it will be running below 60fps.

I don’t think I can give the image to you, but the game I tried that works in the “real” genplusgx but not in RetroArch is Lunar - Eternal Blue (NTSC-J). The image consists of three wav files, one iso file and one cue file. The cue looks like this:

CATALOG 4988649413213 FILE “Lunar - Eternal Blue.iso” BINARY TRACK 01 MODE1/2048 INDEX 01 00:00:00 FILE “Lunar - Eternal Blue (Track 2 of 4).wav” WAVE TRACK 02 AUDIO PREGAP 00:02:00 INDEX 01 00:00:00 FILE “Lunar - Eternal Blue (Track 3 of 4).wav” WAVE TRACK 03 AUDIO INDEX 00 00:00:00 INDEX 01 00:01:74 FILE “Lunar - Eternal Blue (Track 4 of 4).wav” WAVE TRACK 04 AUDIO INDEX 00 00:00:00 INDEX 01 00:01:74

I can load the image and get through the BIOS until I hear the Sega sound. Then it goes black and nothing happens.

When you switch from one shader to another, you can sometimes see that it has no effect. It is simply stuck with a shader you have chosen previously and there is no way to change it (and make it affect the image) without restarting RetroArch. The settings menu changes as if the shader has been changed, but it doesn’t affect the image in the game.

Great.

Oh, I didn’t know we would get RetroLaunch for consoles. Awesome! :smiley:

OK, I didn’t know it was intentional. No reason to complain then if the Wii can’t handle it, I’ll just stick with something more powerful for SNES/SFC emulation.

PM me.

When you switch from one shader to another, you can sometimes see that it has no effect. It is simply stuck with a shader you have chosen previously and there is no way to change it (and make it affect the image) without restarting RetroArch. The settings menu changes as if the shader has been changed, but it doesn’t affect the image in the game.

I think the problem is that the 360 menu doesn’t yet show an error message when the runtime shader compiler failed compiling the shader for whatever reason.

You might simply be selecting a shader that does not even compile as HLSL for whatever reason - all these shaders come from the common-shaders repo and I usually have to do a number of patches before they will work as HLSL.

I don’t think I can give the image to you, but the game I tried that works in the “real” genplusgx but not in RetroArch is Lunar - Eternal Blue (NTSC-J). The image consists of three wav files, one iso file and one cue file. The cue looks like this:

CATALOG 4988649413213 FILE “Lunar - Eternal Blue.iso” BINARY TRACK 01 MODE1/2048 INDEX 01 00:00:00 FILE “Lunar - Eternal Blue (Track 2 of 4).wav” WAVE TRACK 02 AUDIO PREGAP 00:02:00 INDEX 01 00:00:00 FILE “Lunar - Eternal Blue (Track 3 of 4).wav” WAVE TRACK 03 AUDIO INDEX 00 00:00:00 INDEX 01 00:01:74 FILE “Lunar - Eternal Blue (Track 4 of 4).wav” WAVE TRACK 04 AUDIO INDEX 00 00:00:00 INDEX 01 00:01:74

[/quote]

To fix this problem. rename the auido tracks to this Lunar - Eternal Blue (Track 2 of 4).bin and so on and then for the cue file FILE “Lunar - Eternal Blue (Track 2 of 4).bin” BINARY and so on

that should fix that problem.